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Crimson Tears

The male warrior battles in body armor, the female in Victoria's Secret—and what's so bad about that?

*Crimson Tears
*By Capcom
*For PlayStation 2
*MSRP $49.99

Review by Mark H. Walker

T here's a plot in Capcom's Crimson Tears. Honest. I mean, it's not something Peter Hamilton would write, but then again, his characters don't parade about in their bra and panties, which is too bad ... but we digress. Back to the plot ... there is one; at least that's what it says in the user manual. The time is 2049, and Earth isn't doing too well (is it ever?). Strange, corporate-funded experiments have produced deadly walking weapons—think Terminator, but Japanese. The weapons are out of control—why we aren't really sure. In fact, the whole world is out of control—again a vague reference to experiments—and another dimension has opened beneath Tokyo. It's a dimension filled with soldiers, monsters and cool-looking bosses, and it is a dimension that gamers have been sent to fix.

Our Pick: B+

Such is the thin veneer of plot in Crimson Tears. To set the world right, gamers are given a trio of humanoid weapons called Mutanoids. Genetically engineered to be supreme fighters, each has its own specialty and special quirks: Tokio, the gunslinger, is hounded by his sense of justice. Amber, the samurai, wears panties and a push-up bra and is haunted by the breeze on her backside. Kadie uses the powerful buster sword and is having an eternal bad hair day.

At its heart, Crimson Tears is an action RPG seasoned with a strong dose of Capcom fighter. The player controls one of the three Mutanoids from a fixed-camera, third-person perspective as it rushes through randomly generated mazes, battling hordes of bad guys, solving peripheral quests and doing the basic save-the-world thing. If a Mutanoid runs out of energy (i.e., dies), the player can send another to retrieve the hapless avenger. True to the action-RPG genre, the Mutanoids level up, learn new skills, find super-cool weapons and can modify those that they already own. There is no multiplayer.

Mindless, repetitive—and fun

Crimson Tears' story is lame, some of the monster-bashing is tedious, and after the first couple of levels the randomly generated dungeons have a been-there, done-that feel. And you know what? The game is still a blast to play. The light story is a welcome relief from the typical Asian RPG diatribes, the simple combat system births some interesting tactics, and the random levels are, well ... at least they are different every time.

There is little doubt that the game has drawn a good portion of its heritage from Capcom's long history of fighters. In addition to energy level, each character's heat is also monitored. Certain attacks raise the heat level more quickly than others. When the bar maxes out, a character's speed and attack is doubled; unfortunately defense is reduced and health drops drastically until they cool off. Each character has a special move, and each works best with certain weapons. This attribute, coupled with a wildly distinct costume, gives each character a unique feel. You'll find yourself growing attached to each as you level them up.

The PS2 is getting a bit graphically long in the tooth, and Crimson Tears' ambiance shows it. The Mutanoids are well animated, and although Amber's Victoria's Secret wardrobe is top-notch, the levels through which they fight are drab, and the enemies (bosses excepted) look somewhat stilted. Sound? It's not bad, but could use diversity ... the grunt-groans of the battle get old fast.

These, however, are but small problems. No, the game won't win a Hugo or get a nod for the level design hall of fame, but it does one thing very well ... make gaming fun. The game plays like a demon and is more fun than a barrel of monkeys (is that really fun?), and at the end of the day I can think of no better compliment to pay a game.

Great, semi-mindless fun. But what's up with the industry? The male Humanoid dresses in body armor, the female humanoids in underwear. Come on, guys, if I want porn, I'll rent Barbarella. Again. — Mark

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